οἰκουμένη · the inhabited world

A deterministic hex world
where civilization emerges.

Probabilistic ecology, wandering settlers, animals that flock and flee, villages that rise and ruin — all from a single seed, all in pure Rust + Bevy.

Best in Chrome, Edge, or Safari 26+. ~30 MB initial load.

Three things that make it strange

Determinism end-to-end

Every roll flows through one seeded RNG. Identical seeds produce identical event streams — including weather, creature decisions, and the rise of cities.

Ecology as data, not script

Warthogs, wolves, deer, vampires and zombies all share one component-trait system. Populations are tracked per-biome; predators flock to prey; animals flee from monsters by species pair.

Civilization that grows itself

Wanderers scout for safe regions, settle near each other above a safety threshold, and build villages → towns → cities — or get razed and leave Ruins on the map.

About

Oikoménē is a long-running experiment in AI-assisted game development. It's a single-player demo today, but the codebase is built around a strict sim/UI boundary so the same deterministic core can later run as a server for many players sharing one world.

This page is a public-facing slice of the current build, deployed automatically on every push to main. Saves are discarded in the web demo; for persistent worlds, grab the desktop build.